
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 23 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Slbum the halfling at level 17 on the 57th Haze 122nd year of Ascendancy at 19:47 0 / 7Killed by Bencabry the halfling at level 17 on the 67th Haze 122nd year of Ascendancy at 04:31 Killed by Ryrusinc the halfling at level 18 on the 80th Regrowth 123rd year of Ascendancy at 04:23 Killed by Linaniil, Supreme Archmage of Angolwen at level 21 on the 12nd Haze 123rd year of Ascendancy at 10:05 Killed by Urkis, the High Tempest at level 21 on the 13rd Haze 123rd year of Ascendancy at 02:42 Killed by Urkis, the High Tempest at level 21 on the 13rd Haze 123rd year of Ascendancy at 04:11 Killed by Zubada the skeleton magus at level 23 on the 56th Haze 123rd year of Ascendancy at 19:08 |
Primary Stats
| Strength | 67 (base 42) |
| Dexterity | 74 (base 53) |
| Constitution | 16 (base 10) |
| Magic | 16 (base 14) |
| Willpower | 19 (base 10) |
| Cunning | 25 (base 12) |
Resources
| Life | -148/558 |
| Mana | 199/199 |
| Stamina | 127/128 |
| Positive | 0/116 |
| Healing Factor | 1.1483870967742 |
| Regeneration | 4.7658064516129 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 24.108545491274 |
| See Invisible | 33.108545491274 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 55 |
| Crit Chance | 24% |
| APR | 20 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Light | +10% |
| Lightning | +6% |
| Darkness | +15% |
| Physical | +35% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Light | +20% |
| Physical | +12% |
| Lightning | +15% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 28 (38.536585365854%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 31 |
| Mental Save | 15 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 53%( 70%) |
| All | 0%( 70%) |
| Mind | + 6%( 70%) |
| Darkness | + 3%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 28%( 70%) |
| Physical | + 3%( 70%) |
| Lightning | + 18%( 70%) |
| Fire | + 34%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 15% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Pinning Resistance | 46% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 193.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 33%, your defense is increased by 33 and all your resistances by 33%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Aim |
| talent | Premonition |
| talent | Intuitive Shots |
| detrimental effect | The target is on fire, taking 38.12 fire damage per turn. Burning |
| beneficial effect | Reduces fire damage received by 13%. Premonition Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by bandit. Escort: lost anorithil (level 1 of Daikara) | failed |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 4. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. * You've found the needed sandworm tooth. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Neryyatha the Arcwish (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% lightning ----- def ----- Armour +7 Fatigue +1% Resists +5% arcane +6% mind +6% light Silence- +10% Stun/Frz- +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +1 A pair of boots made of leather. |
| Quiver | hateful quiver of yew arrows of crippling (18/18, 31.5-44.1 power, 10 apr)3.0 T3 arrow ammo [Ego++] Master/Psionic Power 31.5 - 44.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +13.0% Capacity 18 Ranged+ +9 darkness Against +12% Living On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Brightshaper (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Res.pen +5% acid +15% light ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal +12% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tarriromisin the Brightqueen [power 27] (20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +21% cold +12% nature +15% fire Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +22% Knockbk- +24% Rings can have magical properties. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 11.14 cold and 13.08 physical damage (based on Willpower) each turn and knocking opponents back. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | spiritwalker's rough leather belt of recklessness1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) ---------- misc Mana/turn +0.13 Max.mana +22.00 A belt that goes around your waist. |
| In main hand | elven-wood longbow 'Sunworth'4.0 T4 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +3 Str +5 Wil +2 Cun dps ---------- Dmg.mod +20% physical Res.pen +5% light +12% physical ---------- misc See.Invis +9 Longbows are used to shoot arrows at your foes. |
| On hands | hardened leather gloves 'Porisema' (0 def, 6 armour)1.0 T3 hands armor [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +3% physical +9% temporal Spell.save +30 (+13 eff.) HP.reg +3.90 ---------- misc Stam/turn +0.60 Psi/turn +0.18 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | Betholdatha (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +15% acid +15% physical Acc +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +13% acid +6% fire +7% cold +7% lightning Die.at -40.00 life Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Veloba the Shadekin0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness +6% lightning Res.pen +20% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% lightning +14% temporal +3% darkness Pinning- +24% Knockbk- +26% Amulets can have magical properties. |
Inventory
Rune of the Rift (226.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 226.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the warrior (147 cold damage; freeze 3 turns with power 53)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 146.51 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 53 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Duristir the Coalgrinder0.1 T2 amulet jewelry [Rare] Disrupt While equipped: Stats +2 Dex +4 Mag +3 Wil dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +16% blight +16% nature +12% darkness Poison- +26% Disease- +26% Amulets can have magical properties. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Zuboriwyn the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +12% cold Res.pen +10% physical On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +24% cold ---------- misc Stam/turn +0.40 Max.stam +15.00 Rings can have magical properties. |
chilling iron greatsword of daylight (15-24 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 15.0 - 24.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 light +10 cold Against +7% Undead Massive two-handed swords. |
flaming dwarven-steel greatsword of vileness (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 blight On Hit.r1 +7 fire On Hit: * 21% chance to disease Massive two-handed swords. |
surging yew magestaff of invocation (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +15 (+9 eff.) S.pwr/crit +9 Dmg.mod +20% fire ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 25.77 to 30.92 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
surging yew vilestaff of might (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+6 eff.) S.pwr/crit +4 Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere robe of power (2 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +12 (+8 eff.) Dmg.mod +6% all ----- def ----- Defense +2 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of protection (5 def, 3 armour)2.0 T3 cloth armor [Ego+] Master/Psionic While equipped: ----- def ----- Armour +3 Defense +5 (+1 eff.) Resists +16% mind +10% darkness Phys.save +29 (+15 eff.) Spell.save +12 (+6 eff.) Mind.save +20 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of darkness (+18%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +4 (+4 eff.) Dmg.mod +12% darkness ----- def ----- Defense +2 (+0 eff.) Resists +18% darkness Spell.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 32% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
dreamer's pair of hardened leather boots of evasion (12 def, 3 armour)2.0 T3 feet armor [Ego++] Master/Psionic While equipped: ----- def ----- Armour +3 Defense +12 (+4 eff.) Fatigue +3% Phys.save +5 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+6 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.8 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 43 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Gilar (2 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.pwr +4 (+4 eff.) S.pwr/crit +8 Res.pen +5% blight ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +36% fire Max.HP +47.00 HP.reg +1.30 Heal.mod +13% A suit of armour made of leather. |
troll-hide cured leather armour of Toknor (2 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Max.HP +37.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
high-capacity quiver of yew arrows of vileness (54/54, 32-44.8 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane/Master Power 32.0 - 44.8 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 54 Ranged+ +11 blight On Hit: * 14% chance to disease While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
401 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
13 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 18
17th Regrowth 123rd year of Ascendancy at 06:13 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 12
5th Haze 122nd year of Ascendancy at 02:36 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 21
13rd Haze 123rd year of Ascendancy at 14:00 see stats
Exterminator
Killed 1000 creatures.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 16
40th Haze 122nd year of Ascendancy at 13:55 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 21
13rd Haze 123rd year of Ascendancy at 04:21 see stats
Fear me not!
Survived the Fearscape!By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 22
30th Haze 123rd year of Ascendancy at 03:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 23
45th Haze 123rd year of Ascendancy at 09:16 see stats
Level 10
Got a character to level 10.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 10
37th Dusk 122nd year of Ascendancy at 16:58 see stats
Level 20
Got a character to level 20.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 20
2nd Haze 123rd year of Ascendancy at 09:46 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 12
21st Haze 122nd year of Ascendancy at 12:31 see stats
Size matters
Did over 600 damage in one attack.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 18
3rd Summertide 123rd year of Ascendancy at 22:07 see stats
The Arena
Unlocked Arena mode.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 9
25th Dusk 122nd year of Ascendancy at 07:00 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 19
71st Dusk 123rd year of Ascendancy at 08:39 see stats
The secret city
Discovered the truth about mages.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 11
60th Dusk 122nd year of Ascendancy at 04:12 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 19
71st Dusk 123rd year of Ascendancy at 07:26 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 22
22nd Haze 123rd year of Ascendancy at 14:53 see stats
Treasure Hunter
Amassed 1000 gold pieces.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 16
40th Haze 122nd year of Ascendancy at 22:17 see stats
Unstoppable
Returned from the dead.By sdkjfsd;kljqwd;kljasdjasd the Skeleton Archer level 21
13rd Haze 123rd year of Ascendancy at 04:11 see stats
Log
Burning from Zubada the skeleton magus hits sdkjfsd;kljqwd;kljasdjasd for (5 absorbed), 24 fire (24 total damage).
Something hits sdkjfsd;kljqwd;kljasdjasd for 364 darkness damage.
A shield forms around sdkjfsd;kljqwd;kljasdjasd.
A barrier bursts from the leather jacket!
Sdkjfsd;kljqwd;kljasdjasd stops burning.
Sdkjfsd;kljqwd;kljasdjasd uses Bone Armour.
The shield around sdkjfsd;kljqwd;kljasdjasd crumbles.
A shield forms around sdkjfsd;kljqwd;kljasdjasd.
Sdkjfsd;kljqwd;kljasdjasd is on fire!
Something hits sdkjfsd;kljqwd;kljasdjasd for (161 absorbed), 0 fire (0 total damage).
Burning from Zubada the skeleton magus hits sdkjfsd;kljqwd;kljasdjasd for (54 absorbed), 0 fire (0 total damage).
Sdkjfsd;kljqwd;kljasdjasd uses Flare.
Something hits sdkjfsd;kljqwd;kljasdjasd for (167 absorbed), 0 arcane (0 total damage).
Burning from Zubada the skeleton magus hits sdkjfsd;kljqwd;kljasdjasd for (54 absorbed), 0 fire (0 total damage).
Something hits sdkjfsd;kljqwd;kljasdjasd for (197 absorbed), 0 darkness (0 total damage).
The protective shield of Sdkjfsd;kljqwd;kljasdjasd disappears.
Sdkjfsd;kljqwd;kljasdjasd stops burning.
Sdkjfsd;kljqwd;kljasdjasd casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Your shield crumbles under the damage!
The shield around sdkjfsd;kljqwd;kljasdjasd crumbles.
Sdkjfsd;kljqwd;kljasdjasd is on fire!
Something hits sdkjfsd;kljqwd;kljasdjasd for (82 absorbed), 5 fire (5 total damage).
Burning from Zubada the skeleton magus hits sdkjfsd;kljqwd;kljasdjasd for 29 fire damage.
Saving game...




























































































